mirror of
https://git.sr.ht/~magic_rb/haskell-games
synced 2024-11-24 00:56:15 +01:00
Random stuff, preparing for Minkowski difference physics
Signed-off-by: magic_rb <richard@brezak.sk>
This commit is contained in:
parent
ee69651f5a
commit
19c8af10ce
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@ -30,11 +30,15 @@ library
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Component.Body
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Component.Box
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Component.Camera
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Component.Collision
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Component.Player
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Component.Position
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Component.TextBox
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Component.Velocity
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Effectful.Raylib
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Effectful.Reader.Static.State
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Effectful.State.Static.Local.Lens
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Engine
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Lib
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Pong
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System.Physics
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@ -1,11 +1,14 @@
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{-# LANGUAGE AllowAmbiguousTypes #-}
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module Common ( getCamera ) where
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module Common ( getCamera, playerMovement ) where
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import qualified Apecs.Effectful as AE
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import World
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import Effectful
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import qualified Raylib.Types as RL
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import GHC.Float
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import Linear.V2
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import Control.Lens
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import Effectful.Raylib
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getCamera
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:: forall w es .
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@ -18,10 +21,35 @@ getCamera
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-> Eff es RL.Camera2D
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getCamera eff (dimX, dimY) = do
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entity <- eff
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(c, p) <- AE.get @w @(CameraComponent, PositionComponent) entity
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(c, Position (V2 x y)) <- AE.get @w @(CameraComponent, PositionComponent) entity
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pure $ RL.Camera2D
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{ RL.camera2D'offset = RL.Vector2 (int2Float dimX / 2) (int2Float dimY / 2)
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, RL.camera2D'target = RL.Vector2 (p.x + fst c.offset) (p.y + snd c.offset)
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, RL.camera2D'target = RL.Vector2 (x + fst c.offset) (y + snd c.offset)
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, RL.camera2D'rotation = 0.0
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, RL.camera2D'zoom = int2Float (min dimX dimY) / int2Float c.zoom
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}
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playerMovement
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:: forall w es .
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( Raylib :> es
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, AE.ECS w :> es
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, AE.Get w VelocityComponent
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)
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=> AE.Entity
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-> ( RL.KeyboardKey
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, RL.KeyboardKey
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, RL.KeyboardKey
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, RL.KeyboardKey
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)
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-> Float
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-> Eff es ()
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playerMovement player (left, right, up, down) speed = do
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directions <-
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mapM (\tuple -> fst tuple <&> (, snd tuple))
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[ ( isKeyDown left, V2 (-speed) 0 )
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, ( isKeyDown right, V2 speed 0 )
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, ( isKeyDown down, V2 0 speed )
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, ( isKeyDown up, V2 0 (-speed) )
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]
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let movement = foldl (+) (V2 0 0) $ map snd $ filter fst directions
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AE.modify @w @() @VelocityComponent player (\() -> Velocity (movement ^. _x) (movement ^. _y))
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@ -19,7 +19,7 @@ data AABBComponent
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instance Component AABBComponent where type Storage AABBComponent = Map AABBComponent
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aabbBounds :: PositionComponent -> AABBComponent -> V4 Float
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aabbBounds (Position posX posY) (AABB (V2 sizeX sizeY) (V2 offsetX offsetY)) =
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aabbBounds (Position (V2 posX posY)) (AABB (V2 sizeX sizeY) (V2 offsetX offsetY)) =
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V4 (posX + sizeX / 2 + offsetX)
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(posX - sizeX / 2 + offsetX)
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(posY + sizeY / 2 + offsetY)
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@ -1,10 +1,16 @@
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{-# LANGUAGE TypeFamilies #-}
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module Component.Body (BodyComponent(..)) where
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module Component.Body (BodyComponent(..), previousPosition) where
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import Apecs.Effectful
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import Linear.V2
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import Control.Lens
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data BodyComponent
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= Body
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{ }
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{ previousPosition :: V2 Float
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}
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deriving Show
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instance Component BodyComponent where type Storage BodyComponent = Map BodyComponent
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makeLensesFor
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[ ("previousPosition", "previousPosition")
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] ''BodyComponent
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25
rpg/src/Component/Collision.hs
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25
rpg/src/Component/Collision.hs
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@ -0,0 +1,25 @@
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{-# LANGUAGE TypeFamilies #-}
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module Component.Collision
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( CollisionComponent(..)
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, Collider(..)
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) where
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import qualified Apecs.Effectful as AE
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import Linear.V2
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data Collider
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= Collider
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{ other :: AE.Entity
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, overlap :: V2 Float
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, offset :: V2 Float
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, normal :: V2 Float
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}
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deriving (Eq, Show)
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data CollisionComponent
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= Collision
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{ colliders :: [Collider]
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}
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deriving Show
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instance AE.Component CollisionComponent where type Storage CollisionComponent = AE.Map CollisionComponent
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@ -3,12 +3,9 @@
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module Component.Position (PositionComponent(..)) where
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import Apecs.Effectful
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import Linear.V2
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data PositionComponent
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= Position
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{ x :: Float
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, y :: Float
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}
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newtype PositionComponent
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= Position (V2 Float)
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deriving Show
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instance Component PositionComponent where type Storage PositionComponent = Map PositionComponent
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20
rpg/src/Component/TextBox.hs
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20
rpg/src/Component/TextBox.hs
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@ -0,0 +1,20 @@
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{-# LANGUAGE TypeFamilies #-}
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module Component.TextBox
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( TextBoxComponent(..)
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) where
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import qualified Apecs.Effectful as AE
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import qualified Raylib.Types as RL
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import Data.Text (Text)
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data TextBoxComponent
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= TextBox
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{ font :: RL.Font
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, text :: Text
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, fontSize :: Float
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, spacing :: Float
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, color :: RL.Color
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}
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deriving Show
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instance AE.Component TextBoxComponent where type Storage TextBoxComponent = AE.Map TextBoxComponent
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@ -3,10 +3,12 @@
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module Effectful.Raylib
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( setTargetFPS
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, windowShouldClose
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, getFontDefault
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, isKeyDown
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, runDraw
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, clearBackground
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, runDraw2D
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, measureText
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, drawText
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, drawRectangle
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, drawLine
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@ -24,11 +26,12 @@ import qualified Raylib.Core as RL
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import qualified Data.Text as T
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import qualified Raylib.Core.Text as RL
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import qualified Raylib.Core.Shapes as RL
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import GHC.Float
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import Linear (V2 (..))
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data Raylib :: Effect where
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SetTargetFPS :: Int -> Raylib (Eff es) ()
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WindowShouldClose :: Raylib (Eff es) Bool
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GetFontDefault :: Raylib (Eff es) RL.Font
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IsKeyDown :: RL.KeyboardKey -> Raylib (Eff es) Bool
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RunDraw :: (IOE :> es) => Eff (RaylibDraw : es) a -> Raylib (Eff es) a
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type instance DispatchOf Raylib = Dynamic
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@ -39,7 +42,8 @@ data RaylibDraw :: Effect where
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type instance DispatchOf RaylibDraw = Dynamic
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data RaylibDraw2D :: Effect where
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DrawText :: Text -> Int -> Int -> Int -> RL.Color -> RaylibDraw2D (Eff es) ()
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MeasureText :: RL.Font -> Text -> Float -> Float -> RaylibDraw2D (Eff es) (V2 Float)
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DrawText :: RL.Font -> Text -> V2 Float -> Float -> Float -> RL.Color -> RaylibDraw2D (Eff es) ()
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DrawRectangle :: Float -> Float -> Float -> Float -> RL.Color -> RaylibDraw2D (Eff es) ()
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DrawLine :: Float -> Float -> Float -> Float -> RL.Color -> RaylibDraw2D (Eff es) ()
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type instance DispatchOf RaylibDraw2D = Dynamic
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@ -50,6 +54,9 @@ setTargetFPS fps = send (SetTargetFPS fps)
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windowShouldClose :: (HasCallStack, Raylib :> es) => Eff es Bool
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windowShouldClose = send WindowShouldClose
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getFontDefault :: (HasCallStack, Raylib :> es) => Eff es RL.Font
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getFontDefault = send GetFontDefault
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isKeyDown :: (HasCallStack, Raylib :> es) => RL.KeyboardKey -> Eff es Bool
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isKeyDown key = send (IsKeyDown key)
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@ -62,8 +69,11 @@ clearBackground color = send (ClearBackground color)
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runDraw2D :: (HasCallStack, IOE :> es, RaylibDraw :> es) => RL.Camera2D -> Eff (RaylibDraw2D : es) a -> Eff es a
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runDraw2D camera effect = send (RunDraw2D camera effect)
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drawText :: (HasCallStack, RaylibDraw2D :> es) => Text -> Int -> Int -> Int -> RL.Color -> Eff es ()
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drawText text posX posY fontSize color = send (DrawText text posX posY fontSize color)
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measureText :: (HasCallStack, RaylibDraw2D :> es) => RL.Font -> Text -> Float -> Float -> Eff es (V2 Float)
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measureText font text fontSize spacing = send $ MeasureText font text fontSize spacing
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drawText :: (HasCallStack, RaylibDraw2D :> es) => RL.Font -> Text -> V2 Float -> Float -> Float -> RL.Color -> Eff es ()
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drawText font text position fontSize spacing color = send (DrawText font text position fontSize spacing color)
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drawRectangle :: (HasCallStack, RaylibDraw2D :> es) => Float -> Float -> Float -> Float -> RL.Color -> Eff es ()
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drawRectangle posX posY width height color = send (DrawRectangle posX posY width height color)
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@ -77,7 +87,8 @@ runRaylibWindow width height name effect = do
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interpret' effect $ \env eff -> localSeqUnlift env \unlift ->
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case eff of
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WindowShouldClose -> liftIO $ RL.windowShouldClose
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WindowShouldClose -> liftIO RL.windowShouldClose
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GetFontDefault -> liftIO RL.getFontDefault
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SetTargetFPS fps -> liftIO $ RL.setTargetFPS fps
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IsKeyDown key -> liftIO $ RL.isKeyDown key
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RunDraw drawEffect -> unlift $ runRaylibDrawing drawEffect
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@ -99,7 +110,11 @@ runRaylibWindow width height name effect = do
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liftIO (RL.beginMode2D camera)
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res <- interpret' effect' $ \env eff -> localSeqUnlift env \unlift ->
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case eff of
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DrawText text posX posY fontSize color -> liftIO $ RL.drawText (T.unpack text) posX posY fontSize color
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MeasureText font text fontSize spacing -> do
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RL.Vector2 x y <- liftIO $ RL.measureTextEx font (T.unpack text) fontSize spacing
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pure (V2 x y)
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DrawText font text (V2 posX posY) fontSize spacing color ->
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liftIO $ RL.drawTextEx font (T.unpack text) (RL.Vector2 posX posY) fontSize spacing color
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DrawRectangle posX posY width height color -> liftIO $ RL.drawRectangleV (RL.Vector2 posX posY) (RL.Vector2 width height) color
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DrawLine startX startY endX endY color -> liftIO $ RL.drawLineV (RL.Vector2 startX startY) (RL.Vector2 endX endY) color
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liftIO RL.endMode2D
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25
rpg/src/Effectful/Reader/Static/State.hs
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25
rpg/src/Effectful/Reader/Static/State.hs
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{-# LANGUAGE DataKinds #-}
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{-# LANGUAGE TypeFamilies #-}
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module Effectful.Reader.Static.State
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( Reads
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, Effectful.Reader.Static.State.read
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, Effectful.Reader.Static.State.reads
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, readsM
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) where
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import Effectful
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import Effectful.Dispatch.Dynamic
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data Reads r :: Effect where
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Reads :: (r -> m a) -> (Reads r) m a
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type instance DispatchOf (Reads r) = Dynamic
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read :: (HasCallStack, Reads r :> es) => Eff es r
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read = send $ Reads pure
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reads :: (HasCallStack, Reads r :> es) => (r -> a) -> Eff es a
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reads reader = send $ Reads (pure . reader)
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readsM :: (HasCallStack, Reads r :> es) => (r -> Eff es a) -> Eff es a
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readsM reader = send $ Reads reader
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63
rpg/src/Engine.hs
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63
rpg/src/Engine.hs
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@ -0,0 +1,63 @@
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{-# LANGUAGE AllowAmbiguousTypes #-}
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{-# LANGUAGE DataKinds #-}
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{-# LANGUAGE UndecidableInstances #-}
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module Engine ( Engine(..), runEngine ) where
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import Effectful
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import System.Physics
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import World
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import qualified Apecs.Effectful as AE
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import qualified Raylib.Types as RL
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import System.Renderer
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import Effectful.Raylib
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class Engine es a where
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engineInput :: a -> Eff es ()
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engineInput _ = pure ()
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enginePhysics :: a -> Eff es ()
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enginePhysics _ = pure ()
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engineRendering :: a -> Eff es ()
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engineRendering _ = pure ()
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engineGetCamera :: a -> Eff es RL.Camera2D
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engineClearColor :: a -> Eff es RL.Color
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runEngine
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:: forall w es a .
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( Engine es a
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, AE.Get w PositionComponent
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, AE.Get w BodyComponent
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, AE.Get w AABBComponent
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, AE.Get w BoxComponent
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, AE.Get w TextBoxComponent
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, AE.Get w CollisionComponent
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, AE.Get w VelocityComponent
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, IOE :> es
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, Raylib :> es
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, AE.ECS w :> es
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)
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=> a
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-> Eff es ()
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runEngine engine = do
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engineInput engine
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applyVelocity @w
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collisionAABB @w
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resolveAABB @w
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enginePhysics engine
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c <- engineGetCamera engine
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runDraw . runDraw2D c $ do
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color <- inject $ engineClearColor engine
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clearBackground color
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inject $ engineRendering engine
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render @w
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renderOrigins @w
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renderBoundingBoxes @w
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renderCollision @w
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@ -10,6 +10,7 @@
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{-# LANGUAGE RankNTypes #-}
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{-# LANGUAGE OverloadedStrings #-}
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{-# LANGUAGE TypeApplications #-}
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{-# LANGUAGE UndecidableInstances #-}
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module Lib
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( runGame
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@ -41,6 +42,7 @@ import System.Renderer
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import Common
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import Linear.V2
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import System.Physics
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import Engine
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data GameConfig
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= GameConfig
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@ -69,7 +71,14 @@ spawnPlayer
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:: ( AE.ECS World :> es )
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=> RL.Color
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-> Eff es AE.Entity
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spawnPlayer color = AE.newEntity @World (Player, Position 0 2, Camera 10 (0, 0), AABB (V2 1 1) (V2 0 0), Body, Box color (0, 0) (1, 1))
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spawnPlayer color = AE.newEntity @World
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( Player
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, Position $ V2 0 2
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, Camera 10 (0, 0)
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, AABB (V2 1 1) (V2 0 0)
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, Body (V2 0 2)
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, Box color (0, 0) (1, 1)
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)
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movePlayer
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:: ( AE.ECS World :> es )
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@ -78,8 +87,8 @@ movePlayer
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-> Eff es ()
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movePlayer eff (x, y) = do
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entity <- eff
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AE.modify @World @PositionComponent @PositionComponent entity (\p -> Position (p.x + x) (p.y + y))
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AE.modify @World @() @VelocityComponent entity (\() -> Velocity x y)
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-- AE.modify @World @PositionComponent @PositionComponent entity (\(Position p) -> Position $ V2 (p ^. _x + x) (p ^. _y + y))
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spawnBox
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:: ( AE.ECS World :> es )
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@ -87,7 +96,11 @@ spawnBox
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-> RL.Color
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-> (Float, Float)
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-> Eff es AE.Entity
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spawnBox (posx, posy) color size = AE.newEntity @World (Box color size (0, 0), Position posx posy, AABB (V2 1 1) (V2 0 0))
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spawnBox (posx, posy) color size = AE.newEntity @World
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( Box color (0, 0) size
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, Position $ V2 posx posy
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, AABB (V2 1 1) (V2 0 0)
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)
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initialise
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:: ( Raylib :> es
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@ -101,13 +114,46 @@ initialise = do
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playerEntity .= player
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cameraEntity .= player
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box1 <- AE.newEntity @World (Box RL.gray (0,0) (1,1), Position 0 0, AABB (V2 1 1) (V2 0 0))
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-- box2 <- AE.newEntity @World (Box RL.gray (0,0) (1,1), Position 2 0, AABB (V2 1 1) (V2 0 0))
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boxes .= [box1--, box2
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]
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_ <- spawnBox (0, 0) RL.gray (1, 1)
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_ <- spawnBox (2, 0) RL.gray (1, 1)
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_ <- spawnBox (3, 0) RL.gray (1, 1)
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_ <- spawnBox (3, 1) RL.gray (1, 1)
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boxes .= []
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pure ()
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data RPGEngine = RPGEngine
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instance ( Raylib :> es
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, AE.ECS World :> es
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, State GameState :> es
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, IOE :> es
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) => Engine es RPGEngine where
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engineInput engine = do
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playerEntity <- gets @GameState (\s -> s.playerEntity)
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playerMovement @World
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playerEntity
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( RL.KeyA
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, RL.KeyD
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, RL.KeyW
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, RL.KeyS
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)
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0.1
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cameraEntity <- gets @GameState (\s -> s.cameraEntity)
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isKeyDown RL.KeyKpAdd >>= flip when ( AE.modify @World @CameraComponent @CameraComponent cameraEntity (\c -> c { zoom = c.zoom + 1}))
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isKeyDown RL.KeyKpSubtract >>= flip when ( AE.modify @World @CameraComponent @CameraComponent cameraEntity (\c -> c { zoom = c.zoom - 1}))
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pure ()
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enginePhysics _ = pure ()
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-- AE.cmapM_ @World @(AE.Entity, PositionComponent, CollisionComponent) \(entity, position, collision) ->
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-- when (collision.colliders /= []) $ liftIO $ print (show entity <> " with " <> show collision.colliders <> " at " <> show position)
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engineGetCamera engine = do
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dims <- gets @GameState (\s -> (s.dimX, s.dimY))
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getCamera @World (gets @GameState (\s -> s.cameraEntity)) dims
|
||||
engineClearColor _ = pure RL.white
|
||||
|
||||
runGame :: IO ()
|
||||
runGame = do
|
||||
let gameConfig
|
||||
|
@ -124,26 +170,8 @@ runGame = do
|
|||
|
||||
RL.setTraceLogLevel RL.LogWarning
|
||||
runEff . AE.runECS initWorld . evalState gameState . runReader gameConfig . runRaylibWindow gameState.dimX gameState.dimY "App" $ initialise >> whileM do
|
||||
collisionAABB @World
|
||||
|
||||
isKeyDown RL.KeyA >>= flip when (movePlayer (gets @GameState (\s -> s.playerEntity)) (-0.1, 0))
|
||||
isKeyDown RL.KeyD >>= flip when (movePlayer (gets @GameState (\s -> s.playerEntity)) (0.1, 0))
|
||||
isKeyDown RL.KeyS >>= flip when (movePlayer (gets @GameState (\s -> s.playerEntity)) (0, 0.1))
|
||||
isKeyDown RL.KeyW >>= flip when (movePlayer (gets @GameState (\s -> s.playerEntity)) (0, -0.11))
|
||||
|
||||
cameraEntity <- gets @GameState (\s -> s.cameraEntity)
|
||||
isKeyDown RL.KeyKpAdd >>= flip when ( AE.modify @World @CameraComponent @CameraComponent cameraEntity (\c -> c { zoom = c.zoom + 1}))
|
||||
isKeyDown RL.KeyKpSubtract >>= flip when ( AE.modify @World @CameraComponent @CameraComponent cameraEntity (\c -> c { zoom = c.zoom - 1}))
|
||||
|
||||
dims <- gets @GameState (\s -> (s.dimX, s.dimY))
|
||||
c <- getCamera @World (gets @GameState (\s -> s.cameraEntity)) dims
|
||||
|
||||
runDraw . runDraw2D c $ do
|
||||
clearBackground RL.rayWhite
|
||||
|
||||
render @World
|
||||
renderOrigins @World
|
||||
renderBoundingBoxes @World
|
||||
runEngine @World RPGEngine
|
||||
not <$> windowShouldClose
|
||||
|
||||
pure ()
|
||||
|
|
199
rpg/src/Pong.hs
199
rpg/src/Pong.hs
|
@ -11,13 +11,15 @@ import Effectful.Raylib
|
|||
import Control.Monad.Extra
|
||||
import World
|
||||
import qualified Raylib.Util.Colors as RL
|
||||
import Common
|
||||
import Common hiding (playerMovement)
|
||||
import Effectful.State.Static.Local.Lens
|
||||
import Control.Lens hiding ((.=), (%=))
|
||||
import System.Renderer
|
||||
import GHC.Float
|
||||
import System.Physics
|
||||
import Linear.V2
|
||||
import qualified Linear as L
|
||||
import qualified Data.Text as T
|
||||
|
||||
data GameState
|
||||
= GameState
|
||||
|
@ -31,17 +33,33 @@ data GameState
|
|||
, goal2 :: AE.Entity
|
||||
, bottom :: AE.Entity
|
||||
, top :: AE.Entity
|
||||
, separator :: AE.Entity
|
||||
, score :: (Int, Int)
|
||||
}
|
||||
deriving Show
|
||||
makeLensesFor [("dimX", "dimX"), ("dimY", "dimY"), ("camera", "camera"), ("player1", "player1"), ("player2", "player2"), ("ball", "ball"), ("goal1", "goal1"), ("goal2", "goal2"), ("bottom", "bottom"), ("top", "top"), ("score", "score")] ''GameState
|
||||
makeLensesFor
|
||||
[ ("dimX", "dimX")
|
||||
, ("dimY", "dimY")
|
||||
, ("camera", "camera")
|
||||
, ("player1", "player1")
|
||||
, ("player2", "player2")
|
||||
, ("ball", "ball")
|
||||
, ("goal1", "goal1")
|
||||
, ("goal2", "goal2")
|
||||
, ("bottom", "bottom")
|
||||
, ("top", "top")
|
||||
, ("separator", "separator")
|
||||
, ("score", "score")
|
||||
] ''GameState
|
||||
|
||||
data GameConfig
|
||||
= GameConfig
|
||||
{ playArea :: Int
|
||||
}
|
||||
deriving Show
|
||||
makeLensesFor [("playArea", "playArea")] ''GameConfig
|
||||
makeLensesFor
|
||||
[ ("playArea", "playArea")
|
||||
] ''GameConfig
|
||||
|
||||
playerMovement
|
||||
:: forall w es .
|
||||
|
@ -58,33 +76,30 @@ playerMovement
|
|||
playerMovement (up, upSpeed) (down, downSpeed) entity = do
|
||||
playArea <- asks @GameConfig (\c -> c.playArea)
|
||||
isKeyDown up >>= flip when
|
||||
(entity >>= flip (AE.modify @w @PositionComponent) (\p -> clampPosition playArea $ Position p.x (p.y + upSpeed)))
|
||||
(entity >>= flip (AE.modify @w @PositionComponent) (\(Position p) -> clampPosition playArea . Position $ V2 (p ^. _x) (p ^. _y + upSpeed)))
|
||||
isKeyDown down >>= flip when
|
||||
(entity >>= flip (AE.modify @w @PositionComponent) (\p -> clampPosition playArea $ Position p.x (p.y + downSpeed)))
|
||||
(entity >>= flip (AE.modify @w @PositionComponent) (\(Position p) -> clampPosition playArea . Position $ V2 (p ^. _x) (p ^. _y + downSpeed)))
|
||||
where
|
||||
clampPosition
|
||||
:: Int
|
||||
-> PositionComponent
|
||||
-> PositionComponent
|
||||
clampPosition playArea (Position x y)
|
||||
| y > int2Float playArea / 2 - 1 = Position x (int2Float playArea / 2 - 1)
|
||||
| y < int2Float playArea / 2 * (-1) + 1 = Position x (int2Float playArea / 2 * (-1) + 1)
|
||||
| otherwise = Position x y
|
||||
clampPosition playArea (Position position)
|
||||
| position ^. _y > int2Float playArea / 2 - 1 = Position $ V2 (position ^. _x) (int2Float playArea / 2 - 1)
|
||||
| position ^. _y < int2Float playArea / 2 * (-1) + 1 = Position $ V2 (position ^. _x) (int2Float playArea / 2 * (-1) + 1)
|
||||
| otherwise = Position position
|
||||
|
||||
ballMovement
|
||||
:: forall es .
|
||||
( AE.ECS World :> es
|
||||
, Reader GameConfig :> es
|
||||
)
|
||||
=> Eff es Int
|
||||
-> Eff es AE.Entity
|
||||
=> Eff es AE.Entity
|
||||
-> Eff es AE.Entity
|
||||
-> Eff es AE.Entity
|
||||
-> Eff es AE.Entity
|
||||
-> Eff es AE.Entity
|
||||
-> Eff es ()
|
||||
ballMovement playArea player1 player2 ball top bottom = do
|
||||
playArea' <- playArea
|
||||
ballMovement player1 player2 ball top bottom = do
|
||||
player1' <- player1
|
||||
player2' <- player2
|
||||
ball' <- ball
|
||||
|
@ -93,16 +108,13 @@ ballMovement playArea player1 player2 ball top bottom = do
|
|||
|
||||
ballVelocity <- ball >>= AE.get @World
|
||||
|
||||
newVelocity <- ballMovement'
|
||||
playArea'
|
||||
ballMovement'
|
||||
ball'
|
||||
player1'
|
||||
player2'
|
||||
ball'
|
||||
bottom'
|
||||
top'
|
||||
ballVelocity
|
||||
|
||||
ball >>= \ballEntity -> AE.set @World ballEntity newVelocity
|
||||
ballVelocity >>= AE.set @World ball'
|
||||
|
||||
where
|
||||
invertYVelocity
|
||||
|
@ -116,26 +128,31 @@ ballMovement playArea player1 player2 ball top bottom = do
|
|||
invertXVelocity (Velocity x y) = Velocity (-x) y
|
||||
|
||||
ballMovement'
|
||||
:: ( AE.ECS World :> es
|
||||
)
|
||||
=> Int
|
||||
-> AE.Entity
|
||||
:: AE.Entity
|
||||
-> AE.Entity
|
||||
-> AE.Entity
|
||||
-> AE.Entity
|
||||
-> AE.Entity
|
||||
-> VelocityComponent
|
||||
-> Eff es VelocityComponent
|
||||
ballMovement' playArea player1 player2 ball bottom top ballVelocity = do
|
||||
player1Collision <- collidesEntities @World (pure player1) (pure ball)
|
||||
player2Collision <- collidesEntities @World (pure player2) (pure ball)
|
||||
bottomCollision <- collidesEntities @World (pure bottom) (pure ball)
|
||||
topCollision <- collidesEntities @World (pure top) (pure ball)
|
||||
ballMovement' ball player1 player2 bottom top ballVelocity = do
|
||||
player1c <- getEntityCollision @World ball player1
|
||||
player2c <- getEntityCollision @World ball player2
|
||||
bottomC <- testEntityCollision @World ball bottom
|
||||
topC <- testEntityCollision @World ball top
|
||||
let ret = case (player1c, player2c) of
|
||||
-- (Just collider, _) -> bounce collider
|
||||
-- (_, Just collider) -> bounce collider
|
||||
_ | bottomC || topC -> invertYVelocity ballVelocity
|
||||
_ -> ballVelocity
|
||||
v2ToVelocity (V2 x y) = Velocity x y
|
||||
bounce collider = ballVelocity -- newVelocity.x (abs newVelocity.y * cloor ballVelocity.y)
|
||||
-- where newVelocity = v2ToVelocity $ L.normalize collider.offset * sqrt 0.02
|
||||
-- cloor f
|
||||
-- | f < 0 = -1
|
||||
-- | f == 0 = 0
|
||||
-- | otherwise = 1
|
||||
|
||||
let ret
|
||||
| player1Collision || player2Collision = invertXVelocity ballVelocity
|
||||
| bottomCollision || topCollision = invertYVelocity ballVelocity
|
||||
| otherwise = ballVelocity
|
||||
|
||||
pure ret
|
||||
|
||||
|
@ -150,17 +167,17 @@ ballRespawn
|
|||
-> Eff es ()
|
||||
ballRespawn goal1 goal2 ball = do
|
||||
goal1' <- goal1
|
||||
ball' <- ball
|
||||
goal2' <- goal2
|
||||
ball' <- ball
|
||||
|
||||
goal1Collision <- collidesEntities @World (pure goal1') (pure ball')
|
||||
goal2Collision <- collidesEntities @World (pure goal2') (pure ball')
|
||||
goal1c <- testEntityCollision @World ball' goal1'
|
||||
goal2c <- testEntityCollision @World ball' goal2'
|
||||
|
||||
let
|
||||
respawn = AE.set @World ball' (Position 0 0)
|
||||
respawn = AE.set @World ball' (Position $ V2 0 0)
|
||||
ret
|
||||
| goal1Collision = (score . _1) %= (+) 1 >> respawn
|
||||
| goal2Collision = (score . _2) %= (+) 1 >> respawn
|
||||
| goal1c = (score . _1) %= (+) 1 >> respawn
|
||||
| goal2c = (score . _2) %= (+) 1 >> respawn
|
||||
| otherwise = pure ()
|
||||
ret
|
||||
|
||||
|
@ -175,28 +192,71 @@ initialise = do
|
|||
setTargetFPS 60
|
||||
playArea <- asks @GameConfig (\s -> s.playArea)
|
||||
|
||||
cameraEntity <- AE.newEntity @World (Camera playArea (0, 0), Position 0 0)
|
||||
cameraEntity <- AE.newEntity @World
|
||||
( Camera playArea (0, 0)
|
||||
, Position $ V2 0 0
|
||||
)
|
||||
camera .= cameraEntity
|
||||
|
||||
player1Entity <- AE.newEntity @World (Player, Position (-10) 0, Box RL.white (0, 0) (0.5, 2), AABB (V2 0.5 2) (V2 0 0))
|
||||
player1Entity <- AE.newEntity @World
|
||||
( Player
|
||||
, Position $ V2 (-10) 0
|
||||
, Box RL.white (0, 0) (0.5, 2)
|
||||
, AABB (V2 0.5 2) (V2 0 0)
|
||||
)
|
||||
player1 .= player1Entity
|
||||
|
||||
player2Entity <- AE.newEntity @World (Player, Position 10 0, Box RL.white (0, 0) (0.5, 2), AABB (V2 0.5 2) (V2 0 0))
|
||||
player2Entity <- AE.newEntity @World
|
||||
(Player
|
||||
, Position $ V2 10 0
|
||||
, Box RL.white (0, 0) (0.5, 2)
|
||||
, AABB (V2 0.5 2) (V2 0 0)
|
||||
)
|
||||
player2 .= player2Entity
|
||||
|
||||
ballEntity <- AE.newEntity @World (Position 0 0, Velocity 0.1 0.1, Box RL.white (0, 0) (0.5, 0.5), AABB (V2 0.5 0.5) (V2 0 0))
|
||||
ballEntity <- AE.newEntity @World
|
||||
( Position $ V2 0 0
|
||||
, Velocity 0.1 (-0.1)
|
||||
, Box RL.white (0, 0) (0.5, 0.5)
|
||||
, AABB (V2 0.5 0.5) (V2 0 0)
|
||||
, Body (V2 0 0)
|
||||
)
|
||||
ball .= ballEntity
|
||||
|
||||
goal1Entity <- AE.newEntity @World (Position (int2Float (-playArea) / 2 - 1) 0, AABB (V2 0.1 (int2Float playArea)) (V2 0 0))
|
||||
goal2Entity <- AE.newEntity @World (Position (int2Float playArea / 2 + 1) 0, AABB (V2 0.1 (int2Float playArea)) (V2 0 0))
|
||||
goal1Entity <- AE.newEntity @World
|
||||
( Position $ V2 (int2Float (-playArea) / 2 - 1) 0
|
||||
, AABB (V2 0.1 (int2Float playArea)) (V2 0 0)
|
||||
, Box RL.red (0, 0) (0.1, int2Float playArea)
|
||||
)
|
||||
goal2Entity <- AE.newEntity @World
|
||||
( Position $ V2 (int2Float playArea / 2 + 1) 0
|
||||
, AABB (V2 0.1 (int2Float playArea)) (V2 0 0)
|
||||
, Box RL.red (0, 0) (0.1, int2Float playArea)
|
||||
)
|
||||
goal1 .= goal1Entity
|
||||
goal2 .= goal2Entity
|
||||
|
||||
topEntity <- AE.newEntity @World (Position 0 (int2Float (-playArea) / 2), AABB (V2 (int2Float playArea + 2) 0.1) (V2 0 0))
|
||||
bottomEntity <- AE.newEntity @World (Position 0 (int2Float playArea / 2), AABB (V2 (int2Float playArea + 2) 0.1) (V2 0 0))
|
||||
topEntity <- AE.newEntity @World
|
||||
( Position $ V2 0 (int2Float (-playArea) / 2)
|
||||
, AABB (V2 (int2Float playArea + 2) 0.1) (V2 0 0)
|
||||
, Box RL.blue (0, 0) (int2Float playArea + 2, 0.1)
|
||||
)
|
||||
bottomEntity <- AE.newEntity @World
|
||||
( Position $ V2 0 (int2Float playArea / 2)
|
||||
, AABB (V2 (int2Float playArea + 2) 0.1) (V2 0 0)
|
||||
, Box RL.green (0, 0) (int2Float playArea + 2, 0.1)
|
||||
)
|
||||
top .= topEntity
|
||||
bottom .= bottomEntity
|
||||
|
||||
font <- getFontDefault
|
||||
separatorEntity <- AE.newEntity @World
|
||||
( Position $ V2 0 0
|
||||
, Box RL.darkGray (0, 0) (0.1, int2Float playArea)
|
||||
, TextBox font "" 3 0.1 RL.darkGray
|
||||
)
|
||||
separator .= separatorEntity
|
||||
|
||||
pure ()
|
||||
|
||||
pongGame :: IO ()
|
||||
|
@ -213,6 +273,7 @@ pongGame = do
|
|||
, goal2 = undefined
|
||||
, top = undefined
|
||||
, bottom = undefined
|
||||
, separator = undefined
|
||||
, score = (0, 0)
|
||||
}
|
||||
gameConfig
|
||||
|
@ -221,21 +282,6 @@ pongGame = do
|
|||
}
|
||||
-- RL.setTraceLogLevel RL.LogWarning
|
||||
runEff . AE.runECS initWorld . evalState gameState . runReader gameConfig . runRaylibWindow gameState.dimX gameState.dimY "App" $ initialise >> whileM do
|
||||
ballRespawn
|
||||
(gets @GameState (\s -> s.goal2))
|
||||
(gets @GameState (\s -> s.goal1))
|
||||
(gets @GameState (\s -> s.ball))
|
||||
|
||||
ballMovement
|
||||
(asks @GameConfig (\c -> c.playArea))
|
||||
(gets @GameState (\s -> s.player1))
|
||||
(gets @GameState (\s -> s.player2))
|
||||
(gets @GameState (\s -> s.ball))
|
||||
(gets @GameState (\s -> s.bottom))
|
||||
(gets @GameState (\s -> s.top))
|
||||
|
||||
applyVelocity @World
|
||||
|
||||
playerMovement @World
|
||||
(RL.KeyW, -0.2)
|
||||
(RL.KeyS, 0.2)
|
||||
|
@ -246,14 +292,37 @@ pongGame = do
|
|||
(RL.KeyDown, 0.2)
|
||||
(gets @GameState (\s -> s.player2))
|
||||
|
||||
-- ballMovement
|
||||
-- (gets @GameState (\s -> s.player1))
|
||||
-- (gets @GameState (\s -> s.player2))
|
||||
-- (gets @GameState (\s -> s.ball))
|
||||
-- (gets @GameState (\s -> s.bottom))
|
||||
-- (gets @GameState (\s -> s.top))
|
||||
|
||||
ballRespawn
|
||||
(gets @GameState (\s -> s.goal2))
|
||||
(gets @GameState (\s -> s.goal1))
|
||||
(gets @GameState (\s -> s.ball))
|
||||
|
||||
collisionAABB @World
|
||||
applyVelocity @World
|
||||
resolveAABB @World
|
||||
|
||||
AE.cmapM_ @World @(AE.Entity, PositionComponent, CollisionComponent) \(entity, position, collision) ->
|
||||
when (collision.colliders /= []) $ liftIO $ print (show entity <> " with " <> show collision.colliders <> " at " <> show position)
|
||||
|
||||
score' <- gets @GameState (\s -> s.score)
|
||||
gets @GameState (\s -> s.separator)>>= flip (AE.modify @World @TextBoxComponent) \textBox ->
|
||||
textBox { text = T.pack $ show score' }
|
||||
|
||||
dims <- gets @GameState (\s -> (s.dimX, s.dimY))
|
||||
camera <- getCamera @World (gets @GameState (\s -> s.camera)) dims
|
||||
runDraw . runDraw2D camera $ do
|
||||
clearBackground RL.gray
|
||||
|
||||
(gets @GameState (\s -> s.score)) >>= liftIO . print
|
||||
-- (gets @GameState (\s -> s.score)) >>= liftIO . print
|
||||
|
||||
render @World
|
||||
-- renderOrigins @World
|
||||
-- renderBoundingBoxes @World
|
||||
renderOrigins @World
|
||||
renderBoundingBoxes @World
|
||||
not <$> windowShouldClose
|
||||
|
|
|
@ -1,7 +1,6 @@
|
|||
{-# LANGUAGE AllowAmbiguousTypes #-}
|
||||
{-# LANGUAGE MonoLocalBinds #-}
|
||||
|
||||
module System.Physics (applyVelocity, collides, collisionAABB, collidesEntities) where
|
||||
module System.Physics (applyVelocity, testEntityCollision, getEntityCollision, collides, collisionAABB, resolveAABB) where
|
||||
|
||||
import World
|
||||
import qualified Apecs.Effectful as AE
|
||||
|
@ -14,6 +13,7 @@ import qualified Apecs
|
|||
import qualified Apecs.Core
|
||||
import Apecs.Components (EntityStore)
|
||||
import Control.Monad.Extra
|
||||
import qualified Debug.Trace as Debut.Trace
|
||||
|
||||
applyVelocity
|
||||
:: forall w es .
|
||||
|
@ -25,54 +25,114 @@ applyVelocity
|
|||
=> Eff es ()
|
||||
applyVelocity = do
|
||||
AE.cmap @w @(PositionComponent, VelocityComponent) @_
|
||||
\(position, velocity) -> Position (position.x + velocity.x) (position.y + velocity.y)
|
||||
\(Position position, velocity) -> Position $ V2 (position ^. _x + velocity.x) (position ^. _y + velocity.y)
|
||||
|
||||
collides
|
||||
:: PositionComponent -> AABBComponent
|
||||
:: AE.Entity
|
||||
-> PositionComponent -> AABBComponent
|
||||
-> Bool
|
||||
collides positionA aabbA positionB aabbB = do
|
||||
-> PositionComponent -> AABBComponent
|
||||
-> Maybe Collider
|
||||
collides bEntity (Position positionA) aabbA (Position positionB) aabbB = do
|
||||
-- V4 x -x y -y
|
||||
let boundsA = aabbBounds positionA aabbA
|
||||
boundsB = aabbBounds positionB aabbB
|
||||
let boundsA = aabbBounds (Position positionA) aabbA
|
||||
boundsB = aabbBounds (Position positionB) aabbB
|
||||
|
||||
case (boundsA ^. _x > boundsB ^. _y, boundsB ^. _x > boundsA ^. _y, boundsA ^. _z > boundsB ^. _w, boundsB ^. _z > boundsA ^. _w) of
|
||||
(True, True, True, True) -> True
|
||||
_ -> False
|
||||
case (boundsA ^. _y - boundsB ^. _x <= 0, boundsA ^. _x - boundsB ^. _y >= 0, boundsB ^. _w - boundsA ^. _z <= 0, boundsB ^. _z - boundsA ^. _w >= 0) of
|
||||
(True, True, True, True) ->
|
||||
let
|
||||
offsetX = (positionB ^. _x - positionA ^. _x)
|
||||
offsetY = (positionB ^. _y - positionA ^. _y)
|
||||
offset = V2 (positionB ^. _x - positionA ^. _x) (positionB ^. _y - positionA ^. _y)
|
||||
normalize' num
|
||||
| num < 0 = -1
|
||||
| otherwise = 1
|
||||
-- foo :: Float = ((fromIntegral :: Int -> Float) . floor $ (atan2 (offset ^. _x) (offset ^. _y) / 2 * pi * 4)) / 4 * 2 * pi
|
||||
-- foo :: Float = 1.5 + (-1)^fromEnum (offsetY > 0) * (0.5 + (fromIntegral . fromEnum $ offsetX > 0))
|
||||
foo = case compare (abs offsetX) (abs offsetY) of
|
||||
LT -> V2 0 offsetY
|
||||
GT -> V2 offsetX 0
|
||||
EQ -> V2 offsetX 0
|
||||
in
|
||||
Just Collider
|
||||
{ other = bEntity
|
||||
-- https://stackoverflow.com/questions/9324339/how-much-do-two-rectangles-overlap
|
||||
, overlap = V2
|
||||
((min (boundsA ^. _x) (boundsB ^. _x) - max (boundsA ^. _y) (boundsB ^. _y)) * normalize' offsetX)
|
||||
((max (boundsA ^. _w) (boundsB ^. _w) - min (boundsA ^. _z) (boundsB ^. _z)) * normalize' offsetY)
|
||||
, offset = offset
|
||||
, normal = normalize foo
|
||||
}
|
||||
_ -> Nothing
|
||||
|
||||
collidesEntities
|
||||
testEntityCollision
|
||||
:: forall w es .
|
||||
( AE.Get w PositionComponent
|
||||
, AE.Get w AABBComponent
|
||||
( AE.Get w CollisionComponent
|
||||
, AE.ECS w :> es )
|
||||
=> Eff es AE.Entity
|
||||
-> Eff es AE.Entity
|
||||
=> AE.Entity
|
||||
-> AE.Entity
|
||||
-> Eff es Bool
|
||||
collidesEntities a b = do
|
||||
a' <- a
|
||||
b' <- b
|
||||
positionA <- AE.get @w a'
|
||||
aabbA <- AE.get @w a'
|
||||
positionB <- AE.get @w b'
|
||||
aabbB <- AE.get @w b'
|
||||
|
||||
pure $ collides positionA aabbA positionB aabbB
|
||||
testEntityCollision a b = getEntityCollision @w a b <&> \case Just _ -> True ; Nothing -> False
|
||||
|
||||
getEntityCollision
|
||||
:: forall w es .
|
||||
( AE.Get w CollisionComponent
|
||||
, AE.ECS w :> es )
|
||||
=> AE.Entity
|
||||
-> AE.Entity
|
||||
-> Eff es (Maybe Collider)
|
||||
getEntityCollision a b =
|
||||
AE.tryGet @w @CollisionComponent a >>= \case
|
||||
Just collision -> pure $ testEntityCollision' collision b
|
||||
Nothing -> AE.tryGet @w @CollisionComponent b >>= \case
|
||||
Just collision -> pure $ testEntityCollision' collision a
|
||||
Nothing -> pure Nothing
|
||||
where
|
||||
testEntityCollision' :: CollisionComponent -> AE.Entity -> Maybe Collider
|
||||
testEntityCollision' collision other =
|
||||
foldl (\case Just j -> const $ Just j ; Nothing -> \x -> if x.other == other then Just x else Nothing) Nothing collision.colliders
|
||||
|
||||
collisionAABB
|
||||
:: forall w es .
|
||||
( AE.Get w PositionComponent
|
||||
, AE.Get w VelocityComponent
|
||||
, AE.Get w BodyComponent
|
||||
, AE.Get w AABBComponent
|
||||
, AE.Get w CollisionComponent
|
||||
, AE.ECS w :> es
|
||||
)
|
||||
=> Eff es ()
|
||||
collisionAABB =
|
||||
AE.cmapM @w @(AE.Entity, PositionComponent, BodyComponent, AABBComponent)
|
||||
\(bodyEntity, bodyPosition, bodyBody, bodyAABB) ->
|
||||
AE.cmapM @w @(AE.Entity, PositionComponent, AABBComponent)
|
||||
\(colliderEntity, colliderPosition, colliderAABB) -> when (bodyEntity /= colliderEntity) do
|
||||
let collision = collides bodyPosition bodyAABB colliderPosition colliderAABB
|
||||
unsafeEff_ $ print collision
|
||||
pure ()
|
||||
void $ AE.cmapM @w @(AE.Entity, PositionComponent, BodyComponent, AABBComponent) @(CollisionComponent)
|
||||
\(bodyEntity, bodyPosition, _, bodyAABB) -> do
|
||||
colliders <- flip (AE.cfoldM @w @(AE.Entity, PositionComponent, AABBComponent)) [] \acc (colliderEntity, colliderPosition, colliderAABB) ->
|
||||
pure $ if bodyEntity /= colliderEntity then
|
||||
case collides colliderEntity bodyPosition bodyAABB colliderPosition colliderAABB of
|
||||
Just collider -> collider : acc
|
||||
Nothing -> acc
|
||||
else
|
||||
acc
|
||||
pure $ Collision { colliders = colliders }
|
||||
|
||||
resolveAABB
|
||||
:: forall w es .
|
||||
( AE.Get w PositionComponent
|
||||
, AE.Get w BodyComponent
|
||||
, AE.Get w CollisionComponent
|
||||
, AE.ECS w :> es
|
||||
, IOE :> es
|
||||
)
|
||||
=> Eff es ()
|
||||
resolveAABB = do
|
||||
void $ AE.cmapM @w @(PositionComponent, BodyComponent, CollisionComponent) @PositionComponent
|
||||
\(Position position, Body previousPosition, collision) ->
|
||||
case collision.colliders of
|
||||
(_:_) -> do
|
||||
-- liftIO . print $ foldl (\a c -> a - c.overlap) (head collision.colliders).overlap (tail collision.colliders)
|
||||
pure $ Position position
|
||||
_ -> pure $ Position position
|
||||
-- pure . Position $ foldl resolve position collision.colliders
|
||||
where resolve :: V2 Float -> Collider -> V2 Float
|
||||
resolve position collider =
|
||||
case collider.overlap of
|
||||
V2 x y | abs x < abs y -> position & _x %~ flip (-) x
|
||||
V2 x y | abs y < abs x -> position & _y %~ (+) y
|
||||
V2 x _ -> position & _x %~ flip (-) x
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
{-# LANGUAGE AllowAmbiguousTypes #-}
|
||||
module System.Renderer (render, renderOrigins, renderBoundingBoxes) where
|
||||
module System.Renderer (render, renderOrigins, renderBoundingBoxes, renderCollision) where
|
||||
|
||||
import Effectful
|
||||
import qualified Apecs.Effectful as AE
|
||||
|
@ -7,19 +7,46 @@ import World
|
|||
import Effectful.Raylib
|
||||
import qualified Raylib.Util.Colors as RL
|
||||
import Linear.V4
|
||||
import Linear.V2 (V2(..))
|
||||
import Control.Lens
|
||||
import Control.Monad
|
||||
|
||||
render
|
||||
:: forall w es .
|
||||
( AE.Get w PositionComponent
|
||||
, AE.Get w BoxComponent
|
||||
, AE.Get w TextBoxComponent
|
||||
, AE.ECS w :> es
|
||||
, RaylibDraw2D :> es )
|
||||
=> Eff es ()
|
||||
render = do
|
||||
AE.cmapM_ @w @(PositionComponent, BoxComponent)
|
||||
\(pos, Box color offset size) -> drawRectangle (pos.x + fst offset - fst size / 2) (pos.y + snd offset - snd size / 2) (fst size) (snd size) color
|
||||
\(Position (V2 x y), Box color offset size) -> drawRectangle (x + fst offset - fst size / 2) (y + snd offset - snd size / 2) (fst size) (snd size) color
|
||||
AE.cmapM_ @w @(PositionComponent, TextBoxComponent)
|
||||
\(Position position, TextBox font text fontSize spacing color) -> do
|
||||
size <- measureText font text fontSize spacing
|
||||
drawText font text (V2 (position ^. _x - size ^. _x / 2) (position ^. _y - size ^. _y / 2)) fontSize spacing color
|
||||
pure ()
|
||||
|
||||
renderCollision
|
||||
:: forall w es .
|
||||
( AE.Get w PositionComponent
|
||||
, AE.Get w CollisionComponent
|
||||
, AE.Get w BoxComponent
|
||||
, AE.ECS w :> es
|
||||
, RaylibDraw2D :> es
|
||||
)
|
||||
=> Eff es ()
|
||||
renderCollision =
|
||||
AE.cmapM_ @w @(PositionComponent, CollisionComponent, BoxComponent)
|
||||
\(Position (V2 x y), Collision colliders, _) ->
|
||||
forM_ colliders
|
||||
(\(Collider _ (V2 overlapX overlapY) (V2 offsetX offsetY) _) -> do
|
||||
drawLine x y (x + offsetX) (y + offsetY) RL.green
|
||||
drawLine (x + offsetX / 2) (y + offsetY / 2) (x + offsetX / 2 + overlapX / 2) (y + offsetY / 2 + overlapY / 2) RL.yellow
|
||||
drawLine (x + offsetX / 2) (y + offsetY / 2) (x + offsetX / 2 - overlapX / 2) (y + offsetY / 2 - overlapY / 2) RL.orange
|
||||
)
|
||||
|
||||
renderOrigins
|
||||
:: forall w es .
|
||||
( AE.Get w PositionComponent
|
||||
|
@ -29,8 +56,9 @@ renderOrigins
|
|||
=> Eff es ()
|
||||
renderOrigins = do
|
||||
AE.cmapM_ @w @PositionComponent
|
||||
\pos -> drawLine (pos.x - 0.1) (pos.y - 0.1) (pos.x + 0.1) (pos.y + 0.1) RL.red >>
|
||||
drawLine (pos.x + 0.1) (pos.y - 0.1) (pos.x - 0.1) (pos.y + 0.1) RL.red
|
||||
\(Position (V2 x y)) ->
|
||||
drawLine (x - 0.1) (y - 0.1) (x + 0.1) (y + 0.1) RL.red >>
|
||||
drawLine (x + 0.1) (y - 0.1) (x - 0.1) (y + 0.1) RL.red
|
||||
|
||||
renderBoundingBoxes
|
||||
:: forall w es .
|
||||
|
|
|
@ -12,6 +12,8 @@ module World
|
|||
, module Component.Velocity
|
||||
, module Component.AABB
|
||||
, module Component.Body
|
||||
, module Component.Collision
|
||||
, module Component.TextBox
|
||||
) where
|
||||
|
||||
import Component.Position
|
||||
|
@ -21,15 +23,19 @@ import Component.Box
|
|||
import Component.Velocity
|
||||
import Component.AABB
|
||||
import Component.Body
|
||||
import Component.Collision
|
||||
import Component.TextBox
|
||||
|
||||
import Apecs
|
||||
import qualified Apecs.Effectful as AE
|
||||
import Apecs.Core
|
||||
import Apecs.Components
|
||||
import Data.Vector.Unboxed
|
||||
import Control.Monad.IO.Class (MonadIO)
|
||||
|
||||
makeWorld "World" [''PositionComponent, ''PlayerComponent, ''CameraComponent, ''BoxComponent, ''VelocityComponent, ''AABBComponent, ''BodyComponent]
|
||||
makeWorld "World" [''PositionComponent, ''PlayerComponent, ''CameraComponent, ''BoxComponent, ''VelocityComponent, ''AABBComponent, ''BodyComponent, ''CollisionComponent, ''TextBoxComponent]
|
||||
|
||||
instance Monad m => ExplMembers m EntityStore where
|
||||
instance (MonadIO m, Monad m) => ExplMembers m EntityStore where
|
||||
explMembers :: EntityStore -> m (Vector Int)
|
||||
explMembers _ = do
|
||||
pure $ generate 10000 ((-) 1)
|
||||
pure $ generate 1000 id
|
||||
|
|
Loading…
Reference in a new issue